Yeah, I knew it'd look too much like a Magma Dragon. I'll need you all to bear with me though as this is my first texture mod and I'm only learning of all the wonderful features of editing.

I likewise believe that it needs more changes, but not so much in color anymore.

As for the one crystal resource every day, that's what I have in mind, but doesn't that mean I have to program such an ability first? Doesn't sound too hard, assuming I can just take the Taxpayer ability and change a few things.

That is a problem though. I keep thinking of the textures but have no idea what abilities to give it. Warlore suggested Prismatic Breath and I second that because if there is no breath attack, then the animation when it attacks will be very akward. Enraged is a likely extra.

Now I don't know if I can fit this creature into a town, but how would everyone feel if I made this one of the Fire Dragon upgrades? Still, that gives Crystal Dragons a bad name as underpowered Tier 7 creatures. I would love for this creature to be usable by factions in ways other than having to convert the neutral creature to your side. Any ideas anyone?

It would be awesome if I can take the building that sells high level spells and instead let you pay 30 crystals for a crystal dragon. I think thats a pretty fine idea. Actually I worded it wrong, I would make the same model (building) be either a high level spell seller or a Crystal Dragon maker. Wish me luck in figuring out how to do that though....

EDIT: Here are two more screens of the same edit. I added a little bit of pink but unforunately no shine...yet. It looks nice, but it hurts my eyes after a while...

EDIT2: Here is yet another one with some very amateur smarkles (Look at the eyes, I'm so proud of them!)

Finally got it. I think this model is by far the best though I would like to make the rock bits a bit more...crystally. Still, it seems to meet eeryone's needs. There are two pics, one standard, and one combat:

@Lordi
Yes, I know that much. Sfidanza gave me the link to some neutral dwellings thing, but I haven't checked it out yet. If the above texture is fine (which I think it is), I'm going to get started on all the other stuff maybe today. Problem is I will need a LOT of help in the events to come. Still, I'll enjoy diong all the stats and costs, as well as abilities then coloring the icon in.

there you go
UI\H5A1\Icons\Creatures\Dwarven
there are 2 folders of 2 sizes
you need to edit both, in the FAQ topic in the last page there is an answer, read it to understand and you are ready to edit any icon you wish
you should find the file you need yourself
it should be something like magma dragon of course

For any help you need on this topic, you can just post your questions here, since there is a dedicated thread already.

I think your next move (if you did not do that already), is to edit the stats, abilities and texts (just to see how it works, even if it's not final).
The entry file is the <Creature> file in
GameMechanics\Creature\Creatures\
you can follow the rest of the visuals from there (including icons locations).

The entry file for the adv map object is the <AdvMapMonsterShared> file in MapObjects/, for example for the Lava Dragon:
MapObjects\Dwarf\Lava_Dragon.(AdvMapMonsterShared).xdb

I guess you found those already when editing, but I think I should make sure, as these 2 files are the basis for the rest of your plan.

I just want to make sure of this. I shoud base all the stats, costs, and everything based on the original Magma Dragon from whence it came, but then save it under a diferent name so as not to affect the original Magma Dragon but rather create a whole new creature.

BTW, I just want to know if everyone is okay with the most recent picture of the Crystal Dragon. There will be one more change to its, but thats just going to have to wait for the mod to come out.

Let's get a little deeper into having the Crystal Dragon all by itself:

As I said above, there are 2 entry files for a creature:
- the <Creature> file for the creature itself
- the <AdvMapMonsterShared> file for the adventure map object

Let's take the Cyclops as an example:
the <Creature> files are located in GameMechanics/Creature/Creatures/, in this case:
/GameMechanics/Creature/Creatures/Orcs/Cyclop1.xdb

.xdb files are simple xml files, and I refer to this one as the <Creature> file because that's what its root node is. Moreover, any link to it from another .xdb file has to give the XPath to the root node, namely "Cyclop1.xdb#xpointer(/Creature)".

The <Creature> file contains all the creature's stats, growth, cost, level, base creature and upgrades, abilities... I won't discuss it here or the post will be insanely long. I'll just comment the 2 nodes that link to other files:
* <MonsterShared> links to the <AdvMapMonsterShared> file
* <Visual> links to the <CreatureVisual> file

As said above, the <AdvMapMonsterShared> file is the second entry file, and we'll get to it later. Let's start with the <CreatureVisual> file:
/GameMechanics/CreatureVisual/Creatures/Orcs/Cyclop1.xdb
This file defines the name, description, icons and 3d appearance of the creature (along with other things like its shot anim if any, ...). These are of course links to the relevant files:
* <CreatureNameFileRef> links to the name text file
* <CreatureAbilitiesFileRef> is obsolete
* <DescriptionFileRef> links to the description text file
The icons are needed in 4 sizes (32, 55, 64, 128) but ToE can resize them itself, so supplying the 128x128 icon is enough, in which case:
* <Icon>, <Icon32>, <Icon64> can be left blanked (<Icon/> )
* <Icon128> links to the 128x128 <Texture> file
I'll give more explanation for the Texture just below. The last node you should know about is the AnimCharacter:
* <AnimCharacter>links to the <Character> file

The textures are dds file, and they are always accessed through their <Texture> file. For the Cyclops 128x128 icon, it is:
/UI/H5A2/Icons/Creatures/Orcs/Cyclop.(Texture).xdb

Let's take this as an example of what is important inside, and what is not (not all nodes are listed):
* <SrcName> is not used (the reference is only for Nival's dev tool)
* <DestName> links to the dds file
* <Format> is the texture format (DXT3, 8888, ...): it tells you how you should export your dds
* <Width> and <Height> are obviously... the width and height

When adding a new texture, always start from a <Texture> file of a similar dds (creature icon file, creature 3D model texture, ...). This way, you will have the correct values in most of the nodes, and the correct format. Set the DestName to the correct path, and the width and height to the correct values if needed.

Now, time to delve into the 3d model itself, with the <Character> file, in the Cyclops case:
/Characters/Creatures/Orcs/T7_Orc/T7a_Cyclopes.(Character).xdb
* <Model> links to the <Model> file (the 3d model itself)
* <ArenaAnimSet> links to the combat <AnimSet> file (the animations)
* <AdvMapAnimSet> links to the adventure <AnimSet> file
* <ColourModels> lists the models for each player color
The last 2 are not used for the creatures. They are for the heroes, but this is another topic. Of course, the creatures also have an animation on the adventure map, but it is specified in the <AdvMapMonsterShared> file, as we'll see below.

The <Model> file for the cyclops is:
/Characters/Creatures/Orcs/T7_Orc/T7a_Cyclopes.xdb
It ties together the 3 pieces of the model:
* <Materials> lists the materials used, each linking to one <Texture>
* <Skeleton> is the 3d skeleton resource
* <Geometry> gives the creature its 3d shape, on which the materials are placed

As we can't edit the skeleton or geometry, I'll only describe briefly these files, to say that both link to their resource by its <uid>. The Cyclop's skeleton resource uid, for instance, is 8D37EE52-4817-4FAC-93C1-ABFF1A8AB71D.
Skeletons resources are located in bin/Skeletons/
Geometry links to 2 <uid> resources, one for the geometry itself in /bin/Geometries/, the other for the AIGeometry in /bin/AIGeometries.

If you make your creature based on an existing creature already in the game, you don't need to duplicate the resource files anyway.

Next, we're back to the <AnimSet> file:
/Characters/Creatures/Orcs/T7_Orc/T7a_Cyclopes-arena.xdb
This is the set of available animations for the creature, where each anim keyword (move, idle00, attack00, ...) is linked to its <BasicSkelAnim> file.
A <BasicSkelAnim> file defines the resource <uid> for the skeleton animation (in /bin/animations/), which we can't edit either. It also links to the sound and effect to be played during the animation, and the speed at which the anim should be played:
* <MovementSpeed> specifies how much distance is walked in one animation loop. It is tied to the <uid> and shouldn't be changed.
* <SpeedFactor> allows to slow or haste the movement, by increasing at the same time the object movement speed and the animation playing speed (so that the 2 remain synchronized)
* <Sound> links to the <Sound> file, if any
* <Effect> links to the <Effect> file, if any

Now that we have described all the files from the <Creature> file, let's look at the second one: the <AdvMapMonsterShared> file. They are located in MapObjects/, and in the Cyclops case:
MapObjects/Stronghold/Cyclop.(AdvMapMonsterShared).xdb
Only a few nodes are really relevant for a creature (all advmap objects have the same structure):
* <Model> links to the <Model> file
* <AnimSet> links to the adventure map <AnimSet> file
That was pretty obvious. In H5/HoF, there used to be 2 models: one for combat (more detailed with bigger textures), and one for adventure map (the _LOD suffixes). In ToE, the new creatures use only the combat model.
The creature name is also defined, since it has to appear when you right click the stack:
* <messagesFileRef> contains a list of texts, the first one being the name (map locations also need other messages)
Finally, the creature ID is given
* <Creature> is the creature ID, for instance CREATURE_CYCLOP

Let's summarize all this on a diagram:

As you can see, there's still a few things to discuss: the reference lists that index the creature:
* the creature list:
/GameMechanics/RefTables/Creatures.xdb
is the list of creatures. Each item is identified by a creature ID and links to the <Creature> file. There are 2 unused items in this list: CREATURE_SNOW_APE and CREATURE_BLACK_KNIGHT. You can use these slots to put your own creature instead.

* the adventure map monsters lists
/MapObjects/_(AdvMapSharedGroup)/Monsters/Any.xdb
/MapObjects/_(AdvMapSharedGroup)/Monsters/Level_X.xdb (where X is actually 1, 2, ..., 7)
These files lists <AdvMapMonsterShared> objects, that can appear as random monsters, either when a level is specified (Level_X.xdb) or not (Any.xdb). As such, including the new creature in these lists is not required for it to be usable, only to give it a chance to appear when the mapmaker has placed a random monster on the map.

This has been a long post, even if we skipped many details. It should at least give a basic idea of what files are needed to package a new creature. Of course, it only makes sense if you look through the files at the same time.
There is still one issue I should say some words about though: how to place the creature on a map with the map editor.
- first, place your mod in the data/ folder as a .pak file or the map editor won't load it
- then, just take any creature and place it on the map. Select it (so it is red) and look in its properties tree for the "Shared" property. Its value looks like:
AdvMapMonsterShared:MapObjects\Stronghold\Cyclop.(AdvMapMonsterShared)
edit it so that it points to your creature instead
- deselect the creature, and it will be updated

If you want for people to be unable to lower it's defense, probably going to have to add armored. Maybe a few magic resistences? Logical ones for crystal at least. Fire and ice perhaps? Not immunity, maybe even just damage reduction. Theoretically it would be immune or highly resistant to light also.
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Message received.

Hey guys. Sorry I've been out for a while. I'm working currently on the final model of the Crystal Dragon and trying to make it perfect. Its taken me over two hours so far to render every detail and color accurately. Here is what it looks like so far:

(Image removed by InfernoX880)

Comment now while I can still change!

I'm sorry sfidanza because I see how much effort you put into that adding creatures tutorial but I haven't had time to even look at it yet. I hope to get back on track when Christmas is over though...

EDIT: And I've finally finished. Here is the shot. I'm guessing that from this angel, very few of you will notice the problem with its feet.

Also, notice that I've finally done the icon

EDIT 2: I am currently writing the Crystal Dragon's stats. Here they are, comment if you see anything that you want changed:

*EXP value is based on one of my MODs that changes EXP per killed creature. If you think it's too high, you can easily change it yourself.
**This was a toughy. I had to give it some attribute as it was not a living creature. It was either Mechanical or Elemental (too bad there is no Arcane type creature).

elemental sounds better than mechanical,cost you should chance to 10k and 15 crystals or less.also could be more useful if it had immune to magic.
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A Nightmare from below.A hero from Within

@Lesij
If you want to get really geological, crystal can be defined as a category rather than a specific mineral. In modern society it is frequently so. By this I mean that a lrge percent of the population thing a diamon and crystal are the same thing. For this reason, many people have various interpretations of crystal, none of which are accurate save for those who draw crystals as you said.

I however, keep to the tradition of the dunces who decided to make red crystal dragon (like I said, large percent of the population, so the one guy on the board who was like, "Hey, that's not right," probably got fired) from Heroes 3. Let's be honest, do you want a real crystal dragon, or do you think the red one is cool?

I'm also trying to figure out how to do transparencies, but no luck so far.